I implore gaijin to reconsider the matching of ± 0.7 BR

…The IS-3 is higher BR than the T26E5, no amount of scaling or skewing the tech tree somehow puts them in the opposite order. So… still waiting on what exactly your actual solution is to this example that wouldn’t apply equally well to the 0.7 method

Changing the matchmaker requires analyzing the BR range, evaluating which vehicles need moved around after the change

“Analyzing” how…?

“Evaluating” how…?

They already analyze the performances of vehicles right now, that’s how the IS-3 and the T26E5 got where they are. So “Do what you’re already doing” isn’t going to change jack squat. In that or any other example.

Unless you mean some completely different method of analysis than what they use. In which case, you’d have to explain what that new method is to have actually made any sort of real game design suggestion. And THAT would be pretty much your whole actual suggestion, not the decompression part (I.e.: make a separate thread for it, tbh)

And no, going from 1.0 to 0.7 isn’t decompression, it’s COMPRESSING the matchmaker to fake-decompression that causes more issues.

  • 1.0 to 0.7 makes things 1.0 apart from one another currently no longer face one another and does nothing else.

  • Making there be 17 BRs, and spreading everything out proportionally, ALSO makes thing 1.0 apart from one another (currently) no longer face one another and ALSO does absolutely nothing else. For example the IS-3 would become (7.3*(17/11.5)) = 10.79, while the T26E5 would become (6.7*(17/11.5)) = 9.90. So they would still face one another. And the Maus would become (7.7*(17/11.5)) = 11.38, so the T26E5 would not face it anymore.

When two different things have identical functional results, then they are not actually different suggestions…

Here’s the thing, 17 -12.3 is 4.7. That’s 3x4 = 12 BRs.
Right now there are 35BRs. Adding 12 would make it 47, and 47 - [2x12] = 23.
BR of 17 would require half of all BRs currently to have compression issues.
Which still requires a full analysis of all the vehicles in War Thunder before making that decision.

They don’t have identical results, they have entirely different results.
Decompression fixes the problem with LESS work WHILE AT THE SAME TIME retaining the far superior decompressed 4 BRs of separation for the matchmaker.

0.7 fixes nothing because you still need to put in the work to analyze & move vehicles around in order for balance to be retained.

Where the heck did you get this from? What is the “proper” amount of spread to make zero BRs “have compression issues” then, and how did you arrive at it, whatever it is?

Which still requires a full analysis of all the vehicles in War Thunder before making that decision.

Again, Gaijin has already analyzed every single vehicle, there’s no more analysis to be done, unless you mean a new KIND of analysis, which you’d have to explain in detail to have your suggestion make any sense or be an actual suggestion. Not just “Do things differently somehow or other I dunno any details about how you’re supposed to do it differently though lol”

They don’t have identical results, they have entirely different results.

Give one single example of any two tanks that have a different result in those two approaches (i.e. do face one another in the 0.7 method but do NOT face one another in the 17 BR method, or vice versa). I’ll wait. So far I already showed how all currently discussed examples are the same. So which other example am I missing?

Decompression fixes the problem with LESS work

“Multiply everything by 17/11.5” is one copy/pasted formula in an excel spreadsheet requiring 30 seconds of work, just like “change the notepad config file from 1.0 to 0.7” is 30 seconds of work.

(Sorry I miscalculated, it’s actually 16 BRs that perfectly mimics 1.0 > 0.7, not 17)

  • 1.0 becomes 1.39
  • 1.7 becomes 2.36
  • 2.0 becomes 2.78, so the lowest extreme situation still face one another at what was originally 0.7 apart but not what was originally 1.0 apart

  • 10.3 becomes 14.33
  • 11.0 becomes 15.30
  • 11.3 becomes 15.72, so the highest extreme situation also still faces one another at what was originally 0.7 apart but not what was originally 1.0 apart

My bad. All the logic/arguments still remain the same though just with 16 instead of 17. It might be that when I originally did this a long time ago, I fixed the bottom of the scale at 1.0 still, and that’s how I got 17. But whatever, this is all obviously not the real point.

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Simple math.
Right now there are 35 BRs from 1 to 12.3, I use whole numbers now to make my points easier to understand.

There is no evidence to your claim.

Ah yes, go in blind & destroy War Thunder, company goes bankrupt due to the 300,000+ negative reviews & we never get to play War Thunder again.
You cannot blindly make changes in the gaming industry; That’s how you get Overwatch 2.

I’ll use 4 medium tanks as an example. Valentine Mk11, Valentine Mk9, Cromwell V, and Cromwell I.
4 different tanks, but close enough to be similar.

In a 0.7 system, keeping these 4 tanks facing each other means either putting Val Mk11 & 9 together, or Crom V & I together. That’s rude to the former because Mk9 has a better gun. It’s imbalanced for the latter because Crom I has a better gun.

On another note; in our current BR range, Val Mk11 can face T-28E; Pretty rude tank to face. 0.7 wouldn’t fix this of course as they’re 0.3 apart.

However, with decompression with no matchmaking change, Every notable vehicle above 2.3 can be raised without impacting the already perfectly balanced 1.3 - 2.7 vehicles.

Straight up word salad.

Ah yes, go in blind & destroy War Thunder

Everything is already balanced as well as possible in matches against stuff + or - 0.7 from it, given the current range of BRs and matchmaking range as a starting assumption. There is zero relevant risk in having them still just face things that we already know they’re balanced against, but with LESS compression. All pros, no cons = no risk.

The only significant potential con is external to the matches themselves, which is queue times. But we already know there’s 4x more players in the game than there used to be, so a 7/5 longer queue time is obviously fine, when we used to have 4x longer queue times and the game was fine.

I’ll use 4 medium tanks as an example. Valentine Mk11, Valentine Mk9, Cromwell V, and Cromwell I.

Nope, these have exactly the same matchmaking in the 0.7 scenario as in the 16/11.3 scenario:

image

Wrong. Try again.

There is no evidence to your claim.

They’ve told you almost exactly how their BR algorithm works. They didn’t give the exact weights given to win rate vs KD vs points, but close enough. That’s already been applied to all vehicles.

What is your superior algorithm? Any further discussion is obviously pointless, when your whole suggestion relies entirely not on decompression itself at all, but instead on this “new analysis”, until/if you explain exactly what your new “better” analysis IS.

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